FreeCalypso > hg > tcs211-l1-reconst
view chipsetsw/drivers/drv_app/r2d/lcds/D_Sample/Demo/demo.pov @ 338:a4a1c5bb4be6
macs.c: initial import from LoCosto source
author | Mychaela Falconia <falcon@freecalypso.org> |
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date | Sun, 29 Oct 2017 18:54:50 +0000 |
parents | 509db1a7b7b8 |
children |
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// Persistence Of Vision raytracer version 3.1 sample file. // Magnifying glass created using POV-Ray's refraction. // A convex lens created with CSG // (and something to view through it) // This example doesn't work very well, but it gives a good // starting point for a better use of the magnifying glass. global_settings { assumed_gamma 2.2 } #include "colors.inc" #include "shapes.inc" #include "textures.inc" #include "glass.inc" #include "consts.inc" // Index of refraction constants camera { location <0.0, 2, -13> direction <0.0, 0.0, 1> angle 40 up <0.0, 1.0, 0.0> right <3/4, 0.0, 0.0> look_at <0, 0, 0> } light_source { <30, 50, -50> color White } light_source { <-30, 10, 20> color Gray50 } fog { color Gray90 distance 200 } // This fog reaches max density at 200z // Background sphere sphere { <0, 0, 0>, 1 hollow on finish { crand 0.015 } pigment { gradient y color_map { [0.0 1.0 color Blue color Black] } scale 10000 } } // A lens. This uses the Ellipsoid quadric to make it independantly // scalable, but it would be faster to use spheres. // It is designed "sideways" so you can see the thickness. // It is then rotated 90o on Y so the viewer is looking through the lens. #declare Lens_Thickness = 0.35; #declare Lens_Diameter = 1.5; #declare Lens = intersection { sphere { <0, 0, 0>, 1.5 translate <0.75, 0, 0> } sphere { <0, 0, 0>, 1.5 translate <-0.75, 0, 0> } interior{ior Flint_Glass_Ior} texture { T_Glass3 finish { reflection 0 // Over-ride reflection } } scale <Lens_Thickness, Lens_Diameter, Lens_Diameter> translate clock*6*x } plane { y, -4 pigment { checker color Red color Green scale <3, 1, 3> } finish { ambient 0.8 diffuse 0.6 } } object { Lens rotate 80*y } // A sphere in the distance sphere { <3, 1, 30>, 2 finish {Phong_Shiny ambient 0.35} pigment {Orange} } object { Cylinder_X finish { Phong_Shiny ambient 0.45 diffuse 0.6 } pigment { granite scale 2 } rotate -75*y translate <0 ,-3, 25> }